Buy Lists

In game Buy Lists can be used to Purchase Items for your characters based on their connections and Skills

 

Criminal Influence

  • Available Basic Purchases (1 local currency)


    Crystal Candy - An addictive crystalline drug that is chewed for 5 minutes before effects occur.
    Mechanics: Euphoria for 30 minutes when consumed. Lose 1 Resolve and gain 10 Mind. Expires in 1 Year. Single Use.

    Basic Lock Popper – A device which speeds up the process of picking a lock.
    Mechanics: Requires Basic Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Basic Lock to 5 seconds. Expires in 1 Year. Single Use.


    Basic Poison Vial – Especially Damaging to Aberrants.
    Mechanics: Expend to cause next Strike attempt to do 10 Aberrant Bane. Requires 3 second Role-play of applying poison before each use. Expires in 1 Year. Single Use. Keywords: Poison-Applied


    Basic Locking Box – A wood and metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Gizmo: Basic Lock. When card is written, a character name must be placed on the card for the lock’s owner.
    Mechanics: 3ftx3ftx4ft Basic Container with Basic Lock. Box can only be opened by the character whose name is on the lock. Can be picked with Basic Larceny. Expires in 1 Year.


    Basic Thieves Juice – Basic Quality. – A liquid that looks like basic hooch in all ways.
    Mechanics: If consumed, Stuns the consumer. Cannot be countered by Balance. Expires in 6 Months. Single Use.

  • Available Proficient Purchases (5 local currency)

    Proficient Lock Popper A device which speeds up the process of picking a lock
    Mechanics: Requires Proficient Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Proficient Lock to 5 seconds. Expires in 1 Year. Single Use.


    Crystal Candy - An addictive crystalline drug that is chewed for 5 minutes before effects occur.
    Mechanics: Euphoria for 30 minutes when consumed. Lose 1 Resolve and gain 10 Mind. Expires in 1 Year. Single Use.


    Proficient Locking Box – A reinforced metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Gizmo: Proficient Lock. When card is written, a character name must be placed on the card for the lock’s owner.
    Mechanics: 3ftx3ftx4ft Proficient Container with Proficient Lock. Box can only be opened by the character whose name is on the lock. Can be picked with Proficient Larceny. Expires 1 Year.


    Proficient Thieves Juice – A liquid that looks like basic hooch in all ways.
    Mechanics: If consumed, Stuns and Blinding to the consumer. Cannot be countered by Balance. Expires in 6 Months.

    “Oh Shit!” Shoe Tack - A sharp tack coated with a half second paralysis brew.
    Mechanics: When used, defend against one use of Proficient Mental Endurance or Basic Malicious, to allow you to answer however you want and lose 1 Body. Expires in 1 Year. Single Use.

  • Available Master Purchases (10 local currency)


    Glass Stiletto – Single Use Disposable Weapon. A small blade of extremely sharp glass, made to slip between ribs with ease.
    Mechanics: Must have Piercing Strike and Master Criminal Influence to use. Requires phys rep following Brawler dimensions. In order to use, spend 10 Mind to call “Stiletto: 10 Body, Murder”. This call cannot benefit from other effects or abilities in any way, and this weapon cannot receive augments. If this strike is successful (not avoided), Glass Stiletto is destroyed and unrecoverable. Expires in 6 Months. Single Use.


    Master Lock Popper - A device which speeds up the process of picking a lock.
    Mechanics: Requires Master Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Master Lock to 5 seconds. Expires in 1 Year. Single Use.


    Questionable Shipment of Infectious Material – Box of harvested infectious material.
    Mechanics: Counts as 3 Produce: Infectious Material. Can be used one at a time as long as a Guide or director marks off each use. Expires in 2 Months.


    Master Locking Box
    – A heavily framed and reinforced metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Master Lock. When card is written, a character name must be placed on the card for the lock’s owner.
    Mechanics: 3ftx3ftx4ft Master Container with Master Lock. Box can only be opened by the character whose name is on the lock. Can be picked with Master Larceny. Expires in 1 Year.

    Master Thieves Juice – A liquid that looks like basic hooch in all ways.
    Mechanics: If consumed causes “Mangle 2 legs”, Stun, and Blinding to consumer. Cannot be countered by Balance . Expires in 6 Months. Single Use.

TRADE CONNECTIONS

  • Available Basic Purchases (1 local currency)


    Rover Tea – Delicious, minty tea that would appeal to anyone. 12 oz.
    Mechanics: User regains 5 Mind when sitting for 1 minute and drinking all 12 oz. of tea. Expires in 3 Months. Single Use.

    Trade Papers – A contract written up with your name.
    Mechanics: Requires Basic Trade Connections to use. Allows one user to spend 3 Local Currency at the Public Works to acquire 2 of the same in-season Named Herbs. Expires in 3 Months. Single Use.

    Pocket Cheese - A small potion of preserved food for the road.

    Mechanics: User regains 5 Body when eaten. Takes 10 minutes to consume. Expires 3 Months. Gizmo: Single Use.

    Caravan Map -You have a map marking the location of valuable goods.
    Mechanics: Expend to gain +1 gathered item from a single use of Basic Salvaging, Basic Foraging, or Basic Trailblazing. Turn into the Public Works on use. Expires in 3 Months. Single Use.

    Basic Odds n’ Ends - By picking through various sales and leftover materials, you get a hold of some useful materials for cheap.
    Mechanics: Upon purchase, receive 2 Basic Scrap.

  • Available Proficient Purchases (5 local currency)


    Hidden Wallet - A clever wallet that’s hard to find on your person.
    Mechanics: Requires Proficient Trade Connections to use. User may put up to 50 currency cards in this wallet that cannot be searched for, pick pocketed, or looted off the user’s body. Can only have 1 Hidden Wallet on a user at a time. Expires in 6 Months.


    Merchant’s Coat – A sturdy coat against the elements.
    Mechanics: Requires Proficient Trade Connections to use. User receives 10 Armor points, requiring 30% coverage. This is an armor card and does not stack with other armor. This armor cannot be augmented. Expires in 6 Months.


    Rover Tea (x3) – Delicious, minty tea that would appeal to anyone. 12 oz.
    Mechanics: User regains 5 Mind when sitting for 1 minute and drinking all 12 oz. of tea. Expires in 3 Months.


    The Borrowed Ride – “Do you know what will happen if you scratch my ride?”
    Mechanics: Counts as a Diesel Jock Ride borrowed for a single module, equipment use, or plot mechanic requirement. If use of the “Borrowed Ride” results in the Borrowed Ride being destroyed or lost during the scenario, this may result in Casted Diesel Jock Characters coming to look for your character. Expires in 6 Months. Single Use.


    Proficient Odds n’ Ends - By picking through various sales and leftover materials, you get a hold of a pile of useful materials for cheap.
    Mechanics: Upon purchase, receive 10 Basic Scrap.

  • Description text goes here

Sailing

  • Available Basic Purchases (1 local currency)


    Netting – Netting that allows the use of tying up a subdued target.
    Mechanics: Requires Basic Sailing and Basic Malicious to use. Reduces the cost of using Basic Malicious to tie up a subdued target to 1 Mind, and acts as a carded binding. Expires in 6 Months. Single Use.


    Sailor’s Boots – A pair of very balanced boots for sailing.
    Mechanics: Requires Basic Sailing and Balance to use. Reduces the cost of using Balance to 1 Mind once before being expended. Expires in 3 Months. Single Use.

    Crew Tattoo – A tattoo of a ship’s crew.
    Mechanics: Character with tattoo receives effects from crew items. Expires in 1 year. May not be looted from character or given away, and may only have one Crew Tattoo at a time. Note- May be purchased by a character with Sailing for characters without sailing, but the tattoo must then be applied to those characters via the Shipyard’s PFA ability.


    Basic Dock Worker’s Contract - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment.
    Mechanics: Can be used to make a free Basic purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 Months.


    Grog – 12 oz. highly potent alcohol that helps the drinker bolster their courage.
    Mechanics: Highly potent alcohol that causes a 5 second Stun effect and allows the consumer to call “No effect, liquid courage!” to the next Fear effect that targets them before the next 12s. Counts as a Basic Brew and as Basic Hooch for all rules purposes. Expires in 3 Months. Single Use.

  • Available Proficient Purchases (5 local currency)


    Crew’d Trap - A single use trap that causes a Stun effect when activated.
    Mechanics: When a target steps on a 1 ft. by 1 ft. trap physical representation, causes a 10 second Stun to target and the trap is destroyed. Note crew name on the trap when purchased - will not be set off by anyone in that crew (as determined by tattoo). Counts as a Proficient Trap, requiring 20 minutes to set. Expires in 6 Months. Single Use.

    Crew’s Raiding Flag – A flag of a specific crew that can be used to boost crew morale.
    Mechanics: Requires Crew Tattoo (Crew Name) to use. Requires a phys rep. Lasts 5 minutes. Area of effect that allows any character with Crew Tattoo (Crew Name) that matches the flag to resist any use of Fear by calling “Resist Fear: Crew Flag.” Expires in 3 Months. Single Use.

    Proficient Dock Worker’s Contract - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment.
    Mechanics: Can be used to make a free Proficient purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 Months. Single Use.


    Hard Tack (x3) – A ration of food that must be chewed for 10 minutes.
    Mechanics: A 10-minute meal that allows the Target consumer to regain 10 Body. Must remain stationary while eating. Counts as a meal for all rules purposes. Expires in 6 Months.

    Bosun’s Whistle - A shiny silver whistle used to communicate with your crew.
    Mechanics: Requires Crew Tattoo (Crew Name) to use. When expended with Proficient Sailing to call “I’m the Captain!” on a sailing mod, call as an additional effect “By The Sound Of My Voice, All <Crew Name> Immune To Environmental Effects for One Minute”. Only one Bosun’s Whistle may be used per sailing mod. Expires 3 Months. Single Use.

  • Available Master Purchases (10 local currency)


    Crew’s Cabin Flag – A flag of a specific crew that can be used to boost crew morale.
    Mechanics: Require Phys Rep. Must remain stationary, lasts until the end of the event once set up. Any character within Line of Sight to the flag with Crew Tattoo (Crew Name) that matches the flag can resist any use of Fear by spending 1 Mind and calling “Resist Fear: Crew Flag” or resist any use of Terror by spending 5 mind to call “Resist Terror: Crew Flag”. Expires in 3 Months. Single Use.

    War Ship’s Munitions – A massive single use mortar.
    Mechanics: Requires Crafted Ship Card to use. When in a scenario where the user is on a ship (plot focused situations), the user may point at a target in Line of Sight outside the ship and call “Mortar: Line of Sight to <target>, 50 body” to a Target. Expires in 6 Months. Single Use.

    Captain’s Order – A standard-sized cudgel.
    Mechanics: Counts as Master Melee Standard (2 Damage). Requires Master Sailing to use. May spend 10 Mind and strike a Target to cause 20 Body damage. This weapon cannot be augmented. Expires in 1 Year.


    Crew’s Keg O’ Grog (x5) – Part of the ship, part of the crew.
    Mechanics: Usable by someone with Crew Tattoo (Crew Name). When User drinks causes a 5 second Stun effect and allows the consumer to call “No effect, liquid courage!” to the next Fear effect that targets them before the next 12s . Requires keg or barrel physical representation; each use is a 12 oz drink consumed directly from Crew’s Keg O’ Grog. Counts as a Basic Brew and as Basic Hooch for all rules purposes. Expires in 3 Months. Single Use.

    Master Dock Worker’s Contract - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment.
    Mechanics: Can be used to make a free Master purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 Months.

CAPS

  • Rumors and Gossip (10 CAPS): Create a unique in game rumor that will be passed around by Extras at a game.

    Faction Influence (Variable): From time to time a branch will have an event wide mechanic where players will be able to influence the movement of troops, supply lines, positive or negative relationships your settlement has with outside factions and many more stories. The costs are variable because this distinction will depend on specific story for that event. All CAPs spent will be to get additional perks and stories should not be run that require players to spend CAPs.

    Story Hooks (Variable): Submit a personal plot request to a branch. Event staff will work with you in writing and timing the scene.

  • Zone of Mechanics (500 CAPs): Co-Create a specific mechanic with game runners linked to a story in the game-world. Effects cannot be designed to harm others, should be designed for Role Play, fun, and positive effects during one event. Can Be Provided by 5 or More Players.

    Work Station Zone (500 CAPs): Have an additional workstation (Workbench, printers table, etc.) set up in an alternate location. This may require your help in sourcing the props needed. Last for 6 Events. Can Be Provided by 5 or More Players.

    Production Zone (500 CAPs): Have an additional production zone, (Farm area, etc.) set up in an alternative location. This may require your help in sourcing the props needed. Lasts 6 Events. Provided by 5 or More Players.

  • Bong Water (50 CAPs): A murky liquid with a…strong taste.
    Mechanics: Allows a Guide to spend their Current Mind pool during their Guide Shift to complete 1 Project (per Bong Water) with the Artisan, Culinary, Salvage, Foraging, or Agriculture Skill use.